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0dc68ced31
## Description: This PR does two things: 1. Allow pausing on replay 2. As part of the refactoring, in singleplayer games, LocalServer now waits for the last turn to complete execution before sending the next turn. Previously, low end devices would sometimes fall behind getting the "playing the past" bug where commands were delayed. Now when a devices cannot keep up, the entire game slows down. ## Please complete the following: - [ ] I have added screenshots for all UI updates - [ ] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced - [ ] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors ## Please put your Discord username so you can be contacted if a bug or regression is found: <DISCORD USERNAME> Co-authored-by: evan <openfrontio@gmail.com>
200 lines
5.4 KiB
TypeScript
200 lines
5.4 KiB
TypeScript
import { consolex } from "../core/Consolex";
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import {
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AllPlayersStats,
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ClientMessage,
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ClientMessageSchema,
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ClientSendWinnerMessage,
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GameRecordSchema,
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Intent,
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PlayerRecord,
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ServerMessage,
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ServerStartGameMessageSchema,
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Turn,
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} from "../core/Schemas";
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import { createGameRecord, decompressGameRecord } from "../core/Util";
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import { LobbyConfig } from "./ClientGameRunner";
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import { getPersistentIDFromCookie } from "./Main";
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export class LocalServer {
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// All turns from the game record on replay.
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private replayTurns: Turn[] = [];
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private turns: Turn[] = [];
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private intents: Intent[] = [];
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private startedAt: number;
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private paused = false;
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private winner: ClientSendWinnerMessage = null;
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private allPlayersStats: AllPlayersStats = {};
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private turnsExecuted = 0;
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private lastTurnCompletedTime = 0;
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private turnCheckInterval: NodeJS.Timeout;
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constructor(
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private lobbyConfig: LobbyConfig,
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private clientConnect: () => void,
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private clientMessage: (message: ServerMessage) => void,
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private isReplay: boolean,
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) {}
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start() {
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this.turnCheckInterval = setInterval(() => {
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if (this.turnsExecuted == this.turns.length) {
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if (
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this.isReplay ||
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Date.now() >
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this.lastTurnCompletedTime +
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this.lobbyConfig.serverConfig.turnIntervalMs()
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) {
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this.endTurn();
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}
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}
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}, 5);
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this.startedAt = Date.now();
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this.clientConnect();
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if (this.lobbyConfig.gameRecord) {
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this.replayTurns = decompressGameRecord(
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this.lobbyConfig.gameRecord,
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).turns;
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}
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this.clientMessage(
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ServerStartGameMessageSchema.parse({
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type: "start",
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gameID: this.lobbyConfig.gameStartInfo.gameID,
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gameStartInfo: this.lobbyConfig.gameStartInfo,
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turns: [],
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}),
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);
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}
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pause() {
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this.paused = true;
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}
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resume() {
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this.paused = false;
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}
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onMessage(message: string) {
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const clientMsg: ClientMessage = ClientMessageSchema.parse(
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JSON.parse(message),
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);
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if (clientMsg.type == "intent") {
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if (this.lobbyConfig.gameRecord) {
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// If we are replaying a game, we don't want to process intents
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return;
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}
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if (this.paused) {
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if (clientMsg.intent.type == "troop_ratio") {
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// Store troop change events because otherwise they are
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// not registered when game is paused.
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this.intents.push(clientMsg.intent);
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}
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return;
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}
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this.intents.push(clientMsg.intent);
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}
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if (clientMsg.type == "hash") {
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if (!this.lobbyConfig.gameRecord) {
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// If we are playing a singleplayer then store hash.
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this.turns[clientMsg.turnNumber].hash = clientMsg.hash;
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return;
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}
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// If we are replaying a game then verify hash.
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const archivedHash = this.replayTurns[clientMsg.turnNumber].hash;
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if (!archivedHash) {
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console.warn(
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`no archived hash found for turn ${clientMsg.turnNumber}, client hash: ${clientMsg.hash}`,
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);
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return;
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}
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if (archivedHash != clientMsg.hash) {
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console.error(
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`desync detected on turn ${clientMsg.turnNumber}, client hash: ${clientMsg.hash}, server hash: ${archivedHash}`,
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);
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this.clientMessage({
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type: "desync",
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turn: clientMsg.turnNumber,
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correctHash: archivedHash,
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clientsWithCorrectHash: 0,
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totalActiveClients: 1,
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yourHash: clientMsg.hash,
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});
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} else {
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console.log(
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`hash verified on turn ${clientMsg.turnNumber}, client hash: ${clientMsg.hash}, server hash: ${archivedHash}`,
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);
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}
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}
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if (clientMsg.type == "winner") {
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this.winner = clientMsg;
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this.allPlayersStats = clientMsg.allPlayersStats;
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}
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}
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public turnComplete() {
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this.turnsExecuted++;
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this.lastTurnCompletedTime = Date.now();
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}
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private endTurn() {
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if (this.paused) {
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return;
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}
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if (this.replayTurns.length > 0) {
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this.intents = this.replayTurns[this.turns.length].intents;
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}
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const pastTurn: Turn = {
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turnNumber: this.turns.length,
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intents: this.intents,
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};
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this.turns.push(pastTurn);
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this.intents = [];
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this.clientMessage({
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type: "turn",
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turn: pastTurn,
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});
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}
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public endGame(saveFullGame: boolean = false) {
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consolex.log("local server ending game");
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clearInterval(this.turnCheckInterval);
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const players: PlayerRecord[] = [
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{
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ip: null,
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persistentID: getPersistentIDFromCookie(),
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username: this.lobbyConfig.playerName,
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clientID: this.lobbyConfig.clientID,
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},
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];
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const record = createGameRecord(
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this.lobbyConfig.gameStartInfo.gameID,
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this.lobbyConfig.gameStartInfo,
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players,
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this.turns,
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this.startedAt,
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Date.now(),
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this.winner?.winner,
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this.winner?.winnerType,
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this.allPlayersStats,
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);
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if (!saveFullGame) {
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// Clear turns because beacon only supports up to 64kb
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record.turns = [];
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}
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// For unload events, sendBeacon is the only reliable method
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const blob = new Blob([JSON.stringify(GameRecordSchema.parse(record))], {
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type: "application/json",
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});
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const workerPath = this.lobbyConfig.serverConfig.workerPath(
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this.lobbyConfig.gameStartInfo.gameID,
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);
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navigator.sendBeacon(`/${workerPath}/api/archive_singleplayer_game`, blob);
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}
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}
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